Basic Counter Strike Guides and Tactics

Basic CS tactics

Let me start by saying a few things:

1. Some veteran CS players might just take offense to somebody who is routinely at the bottom of the scoreboard preaching CS approaches to you. If so, then feel free to not try this.

2. Once you learn the maps in CS, even these simple strats can win a game everytime (random headshots a side). Being an able NS commander, I believe I could give adequate advice about how not to get chewed into cat food every single round.

3. Exactly like in NS, I will piss and moan in game if individuals do bonehead things. I am going to soon be even tougher on the couple NS players who have migrated a bit to CS. EVEN MORE SO if I’ve ever seen you in the control chair during an NS game. You need to already know this material csgo accounts.

And here we go:

Inch. Buddy system: I can not stress that enough. You shouldn’t be anywhere without a buddy unless your sole objective is to create a whole lot of noise for a distraction. If you get taken out until you can really any advice to your group, then you’ve failed to attract anything on your team. They all must work with is what rifle you have killed with.

2. Flashes: until you are flat-broke, then EVERY SINGLE player on your team should have two flashes. This match isn’t intended for one to wade to three camping opponents and gun them all down without even dying. It’s designed for you to use their lack of mobility to your advantage.

3. Flashes #2: Call for flashes in the event that you’re out. Do not

a blind corner without even one unless it merely isn’t offered.

4. Flashes #3: Don’t let flashes go to waste as you know it could not happen to be effective as much as you’d expected. At the very least use the chance to get a summit around the corner, or to setup for a different flash.

5. Terrorists on bomb-sites: Ts CANNOT afford to have captured in gun fights for any duration of time. It then boils down into a straight death-match. When up against someone who gets the advantage of more accurate fire: you may probably lose. It’s a bet you ought ton’t be carrying.

6. Flanking: Gives me a warm-fuzzy. Pinned down, but understand another way across the back/side? 1 guy keeps them busy, the others go around. The one guy can produce a whole bunch of noise to hide the approach of the different team. Straight-up struggles are all for suckers. I find shooting some one in the back of the head is far more satisfying then cramming my needle in to his torso hoping he dies before I do.

7. Getting pinned-down (extends back again to 5): If two of your team mates round the corner and get picked off by snipers, what do you need to do? Should you said, “Run right after them and attempt to kill the sniper” then only allow me to know and I’ll shoot you in the face. Atleast then the CTs wont get any money from your departure. Oh, of course should you try that when you have the bomb, I’ll knife you every round for six months (wyz said I can).

8. Blocking: If your team mate gets into a fire fight and should escape, do not block him by trying to get in your own pockets. Make his escape as simple as you possibly can. Even if he’s got 3 HP, he’s still a human anatomy which you will need to win.

9. Listen, listen, listen: there exists along buy-time for a reason. When a plan was created, and you also ask why every one is owning a certain method, then you have failed even the most elementary idea of “tactics.” (PS: take at the hive).

10. Thunder boots are for Zeus, not CS players: I shouldn’t have to even explain that one.

11. Cover your six: If there is 4 T’s/CT’s at a group and no one is watching the rear, you are asking for reamed by a sneaky enemy. Watch your radar, if you’re at the back make sure to prevent any lead from landing there.

1 2. Rushing: Ts go to get a bomb rush, you still have the bomb. You get to the site and it’s crawling with CTs. What should you do? Plant the bomb. In case the guy planting the bomb gets murdered and you were closest to him, what would you really do? Plant the bomb.

The entire point of a rush is to get down the bomb until the CTs could get in to defensible positions. You’ve got mates which need to do the shooting for you, let them. Possessing the bomb down is a potent weapon by it self. That sinking compels the CTs to run in to disarm it. They will even run into onebyone should they aren’t thinking right.

A basic NS strat I heard the hard way is: if faced with a superior foe, force him into a situation at which he either:
1. Has to meet with you in combat on your terms.
2. Was stripped of his capacity to ascertain the outcome of the match.

In case CT’s are busy trying to pick off randomly firing Ts: they can’t disarm the bomb. You never have to kill them, you only need to continue to keep them busy (Fade killing/neutralizing 101).

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